fsdfsr Posted February 12, 2012 Share Posted February 12, 2012 (edited) hi guys, i'm trying to make different color variation of the same armor (the Dark Tyrael Armor to be precise). I managed to create different version of the armor using the CK, but they're all using the same texture set. for example: i have a "Dark Tyrael Armor" a "Tyrael Armor" and a "Green Tyrael Armor" in my inventory, with differents stats, but they all have the same skin... I made a little research on the forum and i came up with 2 discussion talking about this subject, but they are all pre-CK and no one gives a straight answer: http://forums.nexusmods.com/index.php?/topic/546053-specifying-mesh-and-texture-from-esp/page__p__4549288__hl__texture__fromsearch__1#entry4549288http://forums.bethsoft.com/topic/1336005-tessnip-models-and-textures/ Someone talks about using nifskope but don't explain how :/ Thanks for your help EDIT: i found this tutorial but there's no "NiTexturingProperty" object in my NiTriShape so i can't see the texture.. Edited February 12, 2012 by fsdfsr Link to comment Share on other sites More sharing options...
ScarabMonkey Posted February 12, 2012 Share Posted February 12, 2012 This is a 3 step process: Create a TextureSet with your replacement texturesCreate an ArmorAddon that points to your TextureSetCreate an Armor that uses your ArmorAddon Create a Textureset under MiscellaneousYou need to look at the ArmorAddod (ARMA) record in the CK - these are usually called things like NameOfArmourAA (note the AA); duplicate the one you want then click on the 'Biped Model' select button - you should get the option to specify Alternate Textures Use the Models section in the bottom-right - right click and add your new ARMA Link to comment Share on other sites More sharing options...
fsdfsr Posted February 12, 2012 Author Share Posted February 12, 2012 okay i tried that but i think there's a problem: the armor is in one piece but there are 6 texture files. So there's only 1 ARMA but 6 texture set. And i think i can only link one texture set to one Arma Link to comment Share on other sites More sharing options...
NoAardvarksAllowed Posted February 12, 2012 Share Posted February 12, 2012 (edited) Get nifskope if you don't already have it. Open the armor in it. Click the individual armor part you want to retexture in the render window. In the window to the left (the Block window) you'll now see a highlighted NiTriShape entry--expand it by clicking the little plus to the left of it; then you'll see a BSLightningShaderProperty entry--expand that and you get a BSSShaderTextureSet entry. Click it. Now go to the Block Details window below and expand the Textures entry. There you'll see the currently assigned textures. Change them to whatever you like by right-clicking on the values--just be mindful of using correct file paths. Edited February 12, 2012 by No_Aardvarks_Allowed Link to comment Share on other sites More sharing options...
fsdfsr Posted February 12, 2012 Author Share Posted February 12, 2012 perfect! thanks to you i was finally able to make it work! thanks Link to comment Share on other sites More sharing options...
TheRagMan Posted February 12, 2012 Share Posted February 12, 2012 sorry guys...i want to understand the thought behind..... why? what's the use of nifskope? i know the things above but..cant keep working like a monkey :) can u explain the logic? Link to comment Share on other sites More sharing options...
illegalluggage Posted February 12, 2012 Share Posted February 12, 2012 Hi guys how can I add another texture to bread without replacing the old one? I've duplicated breado1a Link to comment Share on other sites More sharing options...
fsdfsr Posted February 12, 2012 Author Share Posted February 12, 2012 (edited) i will use my case as an example: you take one armor let's say it's black. You recolor it in white and want to add it in game. What you have to do is edit the texture to create new ones, but the meshes don't change because the shape object itself don't change, so you just take the same meshes. you had something like "...textures\armor\Black""...meshes\armor\Black" and now you have "...textures\armor\Black""...textures\armor\White""...meshes\armor\Black""...meshes\armor\White" But in fact the association between the meshe and the texture is made in the meshe file (the .NIF file). So in my case the two version of the armor had the same look because both .nif pointed to the "...textures\armor\Black" folder. What i had to do is change the meshes contained in the "...meshes\armor\White" to make them point to "...textures\armor\White". And this modification is made with NifScope as explained by No_Aardvarks_Allowed I hope it answers your question, I'm sorry for my bad english. just a quick edit: if you want to see what your help was for it's this way, you can see yourselves in the credits :) Edited February 12, 2012 by fsdfsr Link to comment Share on other sites More sharing options...
ScarabMonkey Posted February 14, 2012 Share Posted February 14, 2012 It is much better to create TextureSets than keep copying/modifying NIF files... The same boxes that appear under BSSShaderTextureSet are effectively available in the TextureSet definition - you need to specify each of the texture type just the same as inside a nif (diffuse/normal/glow etc). If you have 6 different textures (e.g. colours) then you need 6 TextureSets and 6 ARMAs (incidentally, even if you made 6 NIFs you'd still need 6 ARMAs) Hope this makes sense ;D Link to comment Share on other sites More sharing options...
civ77 Posted February 14, 2012 Share Posted February 14, 2012 Why don't you just duplicate the armor in the CK and give it different textures? Link to comment Share on other sites More sharing options...
Recommended Posts